using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;


namespace whereIsTheDonutGame
{
    /// <summary>
    /// This is a game component that implements IUpdateable.
    /// </summary>
    public class haus : Microsoft.Xna.Framework.DrawableGameComponent
    {
        public int x = 450, z = 100;
        donutGame game;
        private ICamera camera;
        Model model;
        public haus(donutGame game)
            : base(game)
        {
            this.game = game;
        }

        /// <summary>
        /// Allows the game component to perform any initialization it needs to before starting
        /// to run.  This is where it can query for any required services and load content.
        /// </summary>
        public override void Initialize()
        {
            camera = (ICamera)Game.Services.GetService(typeof(ICamera));

            base.Initialize();
        }

        /// <summary>
        /// Allows the game component to update itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public override void Update(GameTime gameTime)
        {
            // TODO: Add your update code here

            base.Update(gameTime);
        }

        public override void Draw(Microsoft.Xna.Framework.GameTime gameTime)
        {
            GraphicsDevice.BlendState = BlendState.Opaque;
            GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            foreach (ModelMesh mesh in model.Meshes)
            {
                foreach (BasicEffect effect in mesh.Effects)
                {
                    effect.EnableDefaultLighting();

                    effect.View = camera.ViewMatrix;
                    effect.Projection = camera.ProjectionMatrix;
                    effect.World = Matrix.CreateTranslation(new Vector3(x, game.terrain.Height[x, z] +30, -z));
                }
                mesh.Draw();
            }
            base.Draw(gameTime);
        }

        protected override void LoadContent()
        {
            model = this.Game.Content.Load<Model>("house");
        }

    }
}
